Andreas Janson

dblp:144/1213 · DBLP profile ↗
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6ranked-venue papers
0as first author
5since 2021 · last 2026
0000-0003-3149-0340ORCID · verified

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Human-computer interaction and ubiquitous computing · 4 · 4 since 2021Databases, data management, data science and information retrieval · 2 · 1 since 2021
YearPublicationVenuePosition
2026 Common ground improves learning with conversational agents
abstract
Although conversational agents are successfully applied in teaching, it is largely unclear which communication principles should be employed to optimise learning. We examine the influence of common ground (i.e. shared knowledge on which to build during conversation) on learning. In an in-class experiment, students studied with one of two pedagogical conversational agents. The control version provided information without emphasising grounding, whereas the common ground version emphasised grounding, for example, by encouraging students to monitor and repair common ground. After the learning unit, students evaluated their learning experience and the pedagogical conversational agent, after which they were tested on the studied material. Students in the common ground (vs. the control) condition performed better in a post-study knowledge test and engaged longer with the pedagogical conversational agent. Thus, the common ground emphasis facilitated learning with a conversational agent, indicating that grounding principles should be incorporated when designing conversational agents.
Anita Körner, Antonia Tolzin, Andreas Janson, Jan Marco Leimeister, Ralf Rummer
Behav. Inf. Technol.3
2025 Leveraging Learner Errors in Digital Argumentation Learning: How ALure Helps Students Learn from their Mistakes and Write Better Arguments
abstract
Providing argumentation feedback is considered helpful for students preparing to work in collaborative environments, helping them with writing higher-quality argumentative texts. Domain-independent natural language processing (NLP) methods, such as generative models, can utilize learner errors and fallacies in argumentation learning to help students write better argumentative texts. To test this, we collect design requirements, and then design and implement two different versions of our system called ALure to improve the students' argumentation skills. We test how ALure helps students learn argumentation in a university lecture with 305 students and compare the learning gains of the two versions of ALure with a control group using video tutoring. We find and discuss the differences of learning gains in argument structure and fallacies in both groups after using ALure, as well as the control group. Our results shed light on the applicability of computer-supported systems using recent advances in NLP to help students in learning argumentation as a necessary skill for collaborative working settings.
Seyed Parsa Neshaei, Antonia Tolzin, Yvonne Berkle, Miriam Leuchter, Jan Marco Leimeister, Andreas Janson, Thiemo Wambsganss
Proc. ACM Hum. Comput. Interact.6
2024 Lawfulness by design - development and evaluation of lawful design patterns to consider legal requirements
abstract
New political objectives, emerging regulatory regimes for the digital sphere, and higher penalties for violations have intensified the pressure to develop lawful IT artefacts. As the adaptation of existing IT artefacts to new regulations can be expensive and arduous, a more attractive approach would be to design IT artefacts lawfully from the beginning. A major challenge is that the law is generally technology-neutral, and lawful design requires legal expertise throughout the development, which is costly and time consuming due to communication challenges between legal experts and developers. One possible approach to proactively consider IT regulations in the systems development is design patterns that convey legal design knowledge and support developers in determining the appropriate design options. Consequently, we develop a framework for lawful design patterns and demonstrate their feasibility and advantages using the example of developing AI-based assistants and the regulation of the General Data Protection Regulation (GDPR). Using the design pattern framework, we develop design patterns for lawful AI-based assistants and evaluate them using (a) an experimental approach to show the usefulness of the patterns for developers and (b) rely on a legal simulation study to holistically evaluate how design patterns contribute to lawful IT.
Ernestine Dickhaut, Andreas Janson, Matthias Söllner 0001, Jan Marco Leimeister
Eur. J. Inf. Syst.2
2023 Designing a Co-creation System for the Development of Work-process-related Learning Material in Manufacturing
abstract
The increasing digitalization and automatization in the manufacturing industry as well as the need to learn on the job has reinforced the need for much more granular learning, which has not yet impacted the design of learning materials. In this regard, granular learning concepts require situated learning materials to support self-directed learning in the workplace in a targeted manner. Co-creation approaches offer promising opportunities to support employees in the independent design of such situated learning materials. Using an action-design research (ADR) approach, we derived requirements from co-creation concepts and practice by conducting focus group workshops in manufacturing and vocational training schools to develop design principles for a co-creation system that supports employees through the creation process of work-process-related learning material. Consequently, we formulate four design principles for the design of a collaborative learning and qualification system for manufacturing. Using an innovative mixed methods approach, we validate these design principles and design features to demonstrate the success of the developed artifact. The results provide insights regarding the design of a co-creation system to support learners in the co-creation of learning material with the consideration of cognitive load (CL). Our study contributes to research and practice by proposing novel design principles for supporting employees in peer creation processes. Furthermore, our study reveals how co-creation systems can support the collaborative development of learning materials in the work process.
Tim Weinert, Matthias Simon Billert, Marian Thiel de Gafenco, Andreas Janson, Jan Marco Leimeister
Comput. Support. Cooperative Work.4
2022 Improving Students Argumentation Learning with Adaptive Self-Evaluation Nudging
abstract
Recent advantages from computational linguists can be leveraged to nudge students with adaptive self-evaluation based on their argumentation skill level. To investigate how individual argumentation self-evaluation will help students write more convincing texts, we designed an intelligent argumentation writing support system called ArgumentFeedback based on nudging theory and evaluated it in a series of three qualitative and quantitative studies with a total of 83 students. We found that students who received a self-evaluation nudge wrote more convincing texts with a better quality of formal and perceived argumentation compared to the control group. The measured self-efficacy and the technology acceptance provide promising results for embedding adaptive argumentation writing support tools in combination with digital nudging in traditional learning settings to foster self-regulated learning. Our results indicate that the design of nudging-based learning applications for self-regulated learning combined with computational methods for argumentation self-evaluation has a beneficial use to foster better writing skills of students.
Thiemo Wambsganss, Andreas Janson, Tanja Käser, Jan Marco Leimeister
Proc. ACM Hum. Comput. Interact.2
2020 Capturing the complexity of gamification elements: a holistic approach for analysing existing and deriving novel gamification designs
abstract
Gamification is a well-known approach that refers to the use of elements to increase the motivation of information systems users. A remaining challenge in gamification is that no shared understanding of the meaning and classification of gamification elements currently exists. This impedes guidance concerning analysis and development of gamification concepts, and often results in non-effective gamification designs. The goal of our research is to consolidate current gamification research and rigorously develop a taxonomy, as well as to demonstrate how a systematic classification of gamification elements can provide guidance for the gamification of information systems and improve understanding of existing gamification concepts. To achieve our goal, we develop a taxonomic classification of gamification elements before evaluating this taxonomy using expert interviews. Furthermore, we provide evidence as to the taxonomy’s feasibility using two practical cases: First, we show how our taxonomy helps to analyse existing gamification concepts; second, we show how our taxonomy can be used for guiding the gamification of information systems. We enrich theory by introducing a novel taxonomy to better explain the characteristics of gamification elements, which will be valuable for both gamification analysis and design. This paper will help guide practitioners to select and combine gamification elements for their gamification concepts.
Sofia Schöbel, Andreas Janson, Matthias Söllner 0001
Eur. J. Inf. Syst.2